Game Development Community

Space Orc and Gun Models

by Florian · in Artist Corner · 03/12/2008 (1:28 pm) · 7 replies

Hey,
I was wondering, Since the .max of the original orc and his crossbow where released. Is the .max or .maya or whatever model of the space orc and his gun already released? And if not, will they be released. Because I am very interested in them. I would like to add muzzle flashes to the gun, and I need the model to do that.
And I wanted to make some costum animations for the space orc, but I need the original model to do that too.
So, are these original files available?

-Florian

#1
03/15/2008 (2:41 pm)
Can't anyone help me out? Or am I posting in the wrong section?
#2
03/15/2008 (3:19 pm)
I honestly do not think that they have been released. You should contact GarageGames and ask them if they will be included in the download for the forthcoming TGEA 1.7 (for registered license owners).

As for muzzle flashes to the gun... why not just mount a DTS to the muzzlepoint on the gun (or use one of many other methods). Not having access to the source 3DS Max files that made this art is definately not a hinderance to stop you from achieving this.
#3
03/18/2008 (3:12 pm)
Thank you for responding.
Sending an e-mail is a good idea!
About the muzzle flash. Thats true, I don't need to source to pull this off, but it's a method that has worked before. But I also wanted the source of the model to make the first person version more detailed .
#4
03/18/2008 (3:25 pm)
Just wanted to add a quick note.. look for Matt Fairfax and check out his last blog.. the space orc and gun may be in the next release of TGEA.. if it is not in the list, you may want to add a note to that effect.

if it is not going to be in there, or if the source is not in the source tree, I am going to have to find the files for the gun and orc on one of my machines (not sure which one).

so, best place to ask would be there, and that way someone can bug me about it if it is not already somewhere available.

both of these models are in 3dsmax format. and there are a few versions (we added some bones to the face for a demo)..
#5
03/19/2008 (11:17 am)
Haha, ok. Thank you :)
Btw, Bones on his face :o, very nice!
#7
03/20/2008 (8:06 am)
@West Coast

Actually there is really no difference in setting up a DIF or DTS model for TGEA than there was for TGE. Its created exactly the same, the only thing you need to keep in mind is that you obviously need to seperate your model geometry out for the diffferent shaders you will apply.

ie) On the Space Orc he has his shiny armor, his scaly skin and the glowy eye patch are each setup as seperate meshes (only for a small performance boost in engine, you can leave it all as a multi/sub-object material on a single mesh if you truely wanted) that are linked via the skin modifier to the stock biped thats used in TGE.

Aside from that you export with the exact same DTS exporter. There is one small step involved where you need to setup the material.cs file, but thats the end of it.



As for your question about the TGE models not working. Go search on the forums for the TGE source models that I fixed up for GarageGames (sorry but I do not have the time to do this myself considering people keep asking this question). Theres a seperate link to the files that you can download them from.

Logan